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Showing content with the highest reputation on 2022-12-06 in all areas

  1. ok @Stan` all of mine are ready for voting, idk about @Philip the Swaggerless's MR, but it looks good to me.
    1 point
  2. If you look at the model up close in the editor you can see that the fellow is wearing the classic Imperial Gallic helmet
    1 point
  3. The marian legionaries were still using Coolus style helmets and the montefortino style helmets, they haven't adopted the traditional Gallic helmet that we all associate with Imperial Romans yet.
    1 point
  4. I believe there are two swordsmen technologies included in the merge requests that increase the durability of swordsmen for Rome among others, so that has already been partly covered I think
    1 point
  5. 1 point
  6. I went ahead and allowed spearmen to also access centurion rank. Also, since these units may be trained at rank 2 (via army camp now in phase 2 as well), it should be easier to get them. Also, since centurions make it easier to rank up, they can snowball a little. Also, I adjusted it so the damage aura only affects melee units, while the promotion effect applies to all soldiers.
    1 point
  7. @chrstgtr @Fabius My thoughts on the centurions are that the rank three swordsman is more easily obtained by training using the army camp (rank 2 already). Also, once you have one centurion, the other units nearby will also rank up more rapidly (due to promotion bonus) making it easier to get another centurion. The limit of 8 should avoid computational worries, also the auras are non-stacking. I think it would be better to only affect melee damage, as the roman skirms could get way too strong if there is also a hero. I will also bring their damage back down to 11. The idea is that these units are "officers" for their army (hence the auras), so it makes sense they should be limited to 8. Since they are quite strong, I would like them to be a little difficult to get, but if they are too obscure in practice, maybe I can expand the upgrade to veteran swordsman too. Maybe spearmen too?
    1 point
  8. @chrstgtr I think a good way to do it would be mixing in some healers, and training swordsmen already rank 2 from the roman army camp. I think it is great because it encourages using the CS swordsmen as damage dealing units rather than meatshield.
    1 point
  9. well those results are for the previous version which is now released, so It seems reasonable that they get replaced with a new poll regarding features for the next version. Perhaps we need a feature freeze date ourselves and then discuss what all we are going to put on the new list and then post it for voting. Something like that. Otherwise we will all just keep coming up with new ideas lol
    1 point
  10. what about practice? how does everybody feel about changes to cc? I think we could take it a lot further. We haven't seen big changes to the meta in this regard.
    1 point
  11. @real_tabasco_sauce Should the poll be updated? What should we do with the previous results? Feature freeze is in a month in theory.
    1 point
  12. Yeah, I know, but that's a really long time. It limits your ability to fight and it causes a drag on your eco. (related note, I think this experience via garrisioning features needs a buff).
    1 point
  13. I think it would be cool if this was replaced with a roaming territory influence aura. This would encourage players to make really aggressive attacks into enemy territory because after a certain amount of time the attacker could gain control of barracks and other buildings. I really like the rest of your proposal (it also really bugged me that the greatest(?) conqueror of all time was a pretty unhelpful hero)
    1 point
  14. I made some tweaks to the Alexander changes I mentioned on page 25. https://wildfiregames.com/forum/topic/83784-introducing-the-official-community-mod-for-alpha-26/?do=findComment&comment=533216 Here is the current summary: Removed "Imperialism" Structures +10% Territory influence Aura Added "Rapid Conquest" Aura: Radius 60 Meters, Own Soldiers Attack Damage +10% Movement Speed + 15%. Added "Undefeated" Aura: Radius 30 Meters, Enemy Soldiers, Structures Attack Damage -10%. Since attack de-buffs are strong, especially in team situations, I reduced the radius to the same range as the Roman Cavalry Hero Marcus Claudius. Actually receiving this benefit requires taking some risk for the Hero as he will be in range of enemy attackers. Retained Conqueror Aura: Radius 60 Meters, Enemy Civic Centers -50% Capture Point Regeneration Rate The merge request can be found here: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests/26 (Thanks @real_tabasco_sauce!)
    1 point
  15. This was a good idea for a tech icon. https://trac.wildfiregames.com/changeset/27274
    1 point
  16. Hi @user1 , I play as Beaugoux (1150). Offender: DARRTHVADER_11 (1112) DARRTHVADER_11 quited without resigning after I destroyed his army and Civilian center and has no population. He even pretended to start another game commands.txt metadata.json
    1 point
  17. Also, I just made an icon for the Nisean war horses upgrade so that the "chamfron" upgrade can use the chamfron.png icon. @wowgetoffyourcellphone now all the icons are taken care of.
    1 point
  18. @user1 ZhangWei (1280) lost against misal and did not resign. commands.txt metadata.json
    1 point
  19. ok, I'll remove the diminishing returns part, since this is an obscure game mechanic that might be removed anyway. I think the building and resource cost is good on its own. Also, an update on centurions: Rank 3 swordsmen may be upgraded to centurions which are strong champions with an aura: +10% damage and -25% promotion experience. 3 things remain, however: 1. I need to add a limit to them (8 maybe). 2. give them a cost to upgrade. 3. ensure that the auras do not stack.
    1 point
  20. Breaking News: Man can't comprehend humor, bitter about it and seeks to find power based manipulative motives in jokes.
    1 point
  21. Hola, como estas? Una duda, a ti te gusta hacer tus propios mods?, ya qee hay una forma de crear tu propio mod donde puedas organizar este comportamiento a tu gusto inicialmente, esta es una de las magias del juego en cuanto poder hacer mods. Esto lo menciono ya que el cambio de como se promociona las unidades es una discucion que se puede demorar mas que haciendo tu propio mod. Muchísimas gracias por tu sugerencia Summary: he want to change the way how units its promotes, he want to promote his unit only from build, and he try to find at least an option to choose how we want to promote units in a game
    1 point
  22. I've been pondering this idea ever since I've started playing delenda est mod last week (which I fell in love with btw - brilliant mod but I digress) Proposition - make phasing up more distinctive - how? - well, idea follows the theory that modernizing societies with industrialization brings specialization in the division of labour - and what do I mean by that - well after you develop in phase two (town phase) you get a new unit specialized in better resource production - so you may start preparing for the next phase And now things get interesting - you could just rush phase three - but - at phase three your citizen-soldiers would now loose the ability to collect resources and become like mercenaries (your city phase grants you "standing army" - soldiers from now on can only fight and build and they should get a bit of a buff like +5-10% hp) - fast phasing up can potentially then leave you with crippled economy if you didn't prepare/made enough of specialized eco-units so then now you would think twice about should you phase rush and win fast or wait out and take time to make sure you are secure for the longer fight In my honest opinion - diversification of labour would make the town phase more important and not just an ugly child in the middle between the early and the late game - delenda est on the one hand provides you with the better gathering units but on the other hand I feel the early game is a bit too slow because you cannot use your starting troops for the resources early on - and I remember in a23 that each phase did grant a bit of a buff for all troops - so why not make phase 2 more distinguished I think as well that this could even make TG-s more interesting - having one player focusing on early phase 3 while others supporting him if his rush backfires and he needs to reset economy for example - it would add a subtle layer on the game and rushing last phase would actually need to be better thought through like for example: "Will I be able to support my standing army or is my eco too reliant on my citizen-soldiers" or "Will my faster phasing up help me rush my enemy early or will it help my enemy because I was too eager to phase up"
    1 point
  23. Interesting, I encountered this player earlier and he was nice to me, but I only played one and probably did not catch on to his behavior tendencies. I would say Shyft_sierra and his smurf accounts rank as number 1 on toxicity scale. He makes JC look like an angel. It seems most people let Shyft sierra play despite his level of toxicity, but I would support hosts that ban him from their games.
    1 point
  24. Right. We can have any number of heroes available to choose from, but can have a match limit of 3. Miltiades and/or Aristides can be available as Hoplite-centric options for Athenians.
    1 point
  25. We blocked The #1 ISP in his country. And it was not enough. (Also prevented all the people from playing in his country) It was since reverted.
    0 points
  26. Harmony is another smurf account of Shyft_Sierra. Today he told me I should've been aborted and I should kill myself.
    0 points
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